Constance Steinkuehler, Curriculum Vitae 1 Constance Steinkuehler Assistant Professor, University of Wisconsin-Madison 225 North Mills Street, Madison WI 53706 telephone: 608.263.4669; email: [email protected] Formal Education Ph.D. Curriculum & Instruction 2005 University of Wisconsin-Madison Advisor: Dr. James Paul Gee Major: Literacy Studies Minor: Cognitive Science Applied to Education Doctoral Thesis: Cognition & Learning in Massively Multiplayer Online Games: A Critical Approach M.S. Educational Psychology 2000 University of Wisconsin – Madison Major: Cognitive Science Applied to Education B.A. Mathematics 1993 B.A. English B.A. Religious Studies University of Missouri–Columbia Positions Held Senior Policy Analyst 2011-present Office of Science and Technology Policy, Executive Office of the President Senior Policy Analyst, Game Design & Development 2011 Morgridge Institute for Research, University of Wisconsin-Madison Assistant Professor, Educational Communication & Technology 2005-present Curriculum and Instruction; Educational Psychology on leave University of Wisconsin-Madison Project Assistant 2002-2005 Videogames & Literacy Project, University of Wisconsin-Madison Associate Lecturer, Human Abilities & Learning 2003, 2004 Educational Psychology, University of Wisconsin-Madison Research Assistant 1998-2002 Secondary Teacher Education Project, University of Wisconsin-Madison Consultant 2001 Asynchronous Learning Network, New Jersey Institute of Technology, Newark NJ Grader, Language & Social Interaction 2001 Sociology, University of Wisconsin-Madison Constance Steinkuehler, Curriculum Vitae 2 Teaching Assistant, Human Abilities & Learning 1998 Educational Psychology, University of Wisconsin-Madison Homebound Instructor & Substitute Teacher 1997-1998 Jefferson City School District, Jefferson City MO Grader, General Chemistry 1996 Chemistry, University of Missouri-Columbia Instructor, Sign Language 1991-1996 Columbia Area Adult Education, Columbia MO Instructor, Sign Language 1993 Medical School, University of Missouri-Columbia Books & Reports 1. Steinkuehler, C., Martin, C., & Ochsner, A. (Eds.) (2011). Proceedings of the Games, Learning, and Society Conference: Vol. 1. Pittsburgh PA: ETC Press. 2. Steinkuehler, C., Squire, K., & Barab, S. (Eds.) (in press). Games, learning, and society: Learning and meaning in the digital age. Cambridge: Cambridge University Press. 3. Steinkuehler, C. (2011). The mismeasure of boys: Reading and online videogames. WCER Working Paper. 4. Dikkers, S., Zimmerman, E. Squire, K., & Steinkuehler, C. (Eds.) (2010). Real-time research: Improvizational game scholarship. Pittsburgh PA: ETC Press. 5. Honey, M.A.& Hilton, M. (Eds). Committee on Science Learning: Computer Games, Simulations, and Education (2010). Learning science through computer games and simulations. Washington DC: The National Academies Press. Academic Journal Articles * designates peer reviewed; † designates work completed prior to joining UW faculty 6. * Steinkuehler, C., Alagoz, E., King, E., & Martin, C. (in press). A cross case analysis of two out-of- school programs based on virtual worlds. To appear in the International Journal of Gaming and Computer Mediated Simulations (IJGCMS). 7. * King, E., Alagoz, E., Martin, C., Chu, S., Zhang, B., Oh, Y., & Steinkuehler, C. (2011). Soft modding in two out-of-school virtual worlds-based programs. The International Journal of Learning and Media, 2(4). doi: 10.1162/ijlm_a_00054 8. * Steinkuehler, C. (2010, September). Video games and digital literacies. Journal of Adolescent & Adult Literacy, 54(1), 61–63. DOI: 10.1598/JAAL.54.1.7 9. * Martin, C. & Steinkuehler, C. (2010). Collective information literacy in massively multiplayer online games. eLearning and Digital Media, 7(4), 355-365. Constance Steinkuehler, Curriculum Vitae 3 10. * Steinkuehler, C. & Duncan, S. (2009). Scientific habits of mind in virtual worlds. Journal of Science Education & Technology. DOI: 10.1007/s10956-008-9120-8. 11. * Steinkuehler, C. & Johnson, B. Z. (2009). Computational literacy in online games: The social life of a mod. The International Journal of Gaming and Computer Mediated Simulations, 1(1), 53-65. 12. * Steinkuehler, C. & King, B. (2009). Digital literacies for the disengaged: Creating after school contexts to support boys’ game-based literacy skills. On the Horizon, 17(1), 47-59. 13. * Steinkuehler, C. & Williams, C. (2009). Math as narrative in World of Warcraft forum discussions. The International Journal of Learning and Media, 1(3). DOI:10.1162/ijlm_a_00028 14. * Steinkuehler, C., King, E. Chu, S., Alagoz, E., Bakar, A., Oh, Y., & Zhang, B. (2009). Identifying protoform practices: Leadership. The International Journal of Learning and Media, 1(2). Available at http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0019 15. * Fahser-Herro, D. & Steinkuehler, C. (2009). Web 2.0 literacy and secondary teacher education. The Journal of Computing in Teacher Education, 26(2). 16. * Zimmerman, E., Squire, K., Steinkuehler, C. & Dikkers, S. (2009). Real-time research: An experiment in the design of scholarship. eLearning, 6(1), 199-140. 17. * Steinkuehler, C. (2008). Massively multiplayer online games as an educational technology: An outline for research. Educational Technology, 48(1), 10-21. 18. * Simkins, D. & Steinkuehler, C. (2008). Critical ethical reasoning & role play. Games & Culture, 3, 333-355. 19. * Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy practices. eLearning, 4(3) 297-318. 20. * Steinkuehler, C. (2006). The mangle of play. Games & Culture, 1(3), 1-14. 21. * Steinkuehler, C. A. (2006). Massively multiplayer online videogaming as participation in a Discourse. Mind, Culture & Activity, 13(1), 38-52. 22. * Steinkuehler, C. (2006, November 17). Virtual worlds, learning, & the new pop cosmopolitanism. Teachers College Record, 12843. Available at: http://www.tcrecord.org/Content.asp? ContentId=12843. 23. * Steinkuehler, C. A. (2006). Why game (culture) studies now? Games and Culture, 1(1), 97-102. 24. * Steinkuehler, C. & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication, 11(4), article 1. 25. *† Steinkuehler, C. A. (2005). The new third place: Massively multiplayer online gaming in American youth culture. Tidskrift Journal of Research in Teacher Education, 3, 17-32. 26. * Steinkuehler, C.A., Black, R.W., & Clinton, K.A. (2005). Researching literacy as tool, place, and way of being. Reading Research Quarterly, 40(1), 7-12. Constance Steinkuehler, Curriculum Vitae 4 27. * Squire, K. D. & Steinkuehler, C. A. (2005). Meet the gamers. Library Journal, April 15. Available at: http://www.libraryjournal.com/article/CA516033 28. *† Steinkuehler, C. A., Derry, S. J., Hmelo–Silver, C. E.. & DelMarcelle, M. (2002). Cracking the resource nut with distributed problem-based learning in secondary teacher education. Distance Education, 23(1), 23–39. Book Chapters * designates peer reviewed, † designates work completed prior to joining UW faculty 29. * Steinkuehler, C. & Oh, Y. (in press). Apprenticeship in massively multiplayer online games. In Steinkuehler, C., Squire, K., & Barab, S. (Eds.) (in progress). Games, learning, and society: Learning and meaning in the digital age. Cambridge: Cambridge University Press. 30. Martin, C., Williams, C., Ochsner, A., King, E., Anton, G., & Steinkuehler, C., (in press). Playing together separately: Mapping out literacy and social synchronicity. To appear in G. Merchant, J. Gillen, J. Marsh & J. Davies (Eds.) Virtual literacies: interactive spaces for children and young people. London: Routledge. 31. * Martin, C., Chu, S., Johnson, D., Ochsner, A., Williams, C., & Steinkuehler, C. (2011). Ding! World of Warcraft: Well played, well researched. In D. Davidson (Ed.), Well played 3.0. (pp. 2226-245). ETC Press. 32. * Black, R. W. & Steinkuehler, C. (2009). Literacy in virtual worlds. In L. Christenbury, R. Bomer, & P. Smagorinsky (Eds.), Handbook of Adolescent Literacy Research (pp. 271-286). New York: Guilford. 33. * Steinkuehler, C. A. (2008). Cognition and literacy in massively multiplayer online games. In J. Coiro, M. Knobel, C. Lankshear, & D. Leu (Eds.), Handbook of Research on New Literacies, (pp. 611-634). Mahwah NJ: Erlbaum. 34. * Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy practices [reprint]. In B. E. Shelton & D. Wiley (Eds.), The design and use of simulation computer games in education (pp. 187-214). Rotterdam, The Netherlands: Sense Publishers. 35. * Squire, K. D. & Steinkuehler, C. A. (2006). Generating CyberCulture/s: The case of Star Wars Galaxies. In D. Gibbs & K. L. Krause (Eds.), Cyberlines 2.0 Languages and cultures of the Internet (pp. 177-198). Albert Park, Australia: James Nicholas Publishers. 36. *† Derry, S. J., Seymour, J. Steinkuehler, C. A., Lee, J., & Siegel, M A. (2004). From ambitious vision to partially satisfying reality: Community and collaboration in teacher education. In S. Barab, R. Kling, J. H. Gray, Pea, R., Brown, J. S., & Heath, C. (Eds.), Designing for virtual communities in the service of learning, (pp. 256-295). Cambridge: Cambridge University Press. 37. *† Derry, S. J. & Steinkuehler, C. A. (2003). Cognitive and situative theories of learning and instruction. In L. Nadel (Ed.), Encyclopedia of Cognitive Science (pp. 800-805). England: Nature Publishing Group. Minor Publications * designates peer reviewed, † designates work completed prior to
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